• Title/Summary/Keyword: Convergence Educational Contents

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A Study on the Educational Uses of Smart Speaker (스마트 스피커의 교육적 활용에 관한 연구)

  • Chang, Jiyeun
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.33-39
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    • 2019
  • Edutech, which combines education and information technology, is in the spotlight. Core technologies of the 4th Industrial Revolution have been actively used in education. Students use an AI-based learning platform to self-diagnose their needs. And get personalized training online with a cloud learning platform. Recently, a new educational medium called smart speaker that combines artificial intelligence technology and voice recognition technology has emerged and provides various educational services. The purpose of this study is to suggest a way to use smart speaker educationally to overcome the limitation of existing education. To this end, the concept and characteristics of smart speakers were analyzed, and the implications were derived by analyzing the contents provided by smart speakers. Also, the problem of using smart speaker was considered.

Development of Control Board for Coding Education and Convergence Contents based on 3D Printing (코딩 교육용 제어 보드와 3D 프린팅 융복합 콘텐츠 개발)

  • Youm, Sung-Kwan;Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.1-8
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    • 2018
  • It is a key role in leading and activating coding education as a process to solve problems creatively to produce and provide the educational contents on the basis of 3D printing. In this paper, we develop a variety of fusion contents to use 3D printing and 8bit MCU base control board which provides specific functions through Arduino. The developed control program conducts various packet monitoring more than ten times per a second, supporting intrinsically full duplex. In addition, communication protocol optimized in conveying a lot of information enables to control different contents. The contents produced with the control board and 3D printing are useful as a programming education tool to train the principle and the concept of coding.

An Empirical Study on Relationships among Contents Quality, Trust, and Intention to Use of e-Learning (e-러닝 컨텐츠 품질, 신뢰, 이용의도의 관계에 대한 실증 연구)

  • Lim, Se-Hun;Kim, Dae-Kil;Lee, Sang-Heon
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.267-279
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    • 2011
  • A variety of Web Services are being existences based on the development of the Internet. Especially, e-Learning services in the Universities make the temporal and spatial constraints overcome, and e-Learning services have gained great popularity to the students who use because those provide various convenience and usefulness. e-Learning studies have been actively performed based on the spread of e-Learning in the various industries. A number of studies suggest the diffusion plan of e-Learning applying the Technology Acceptance Model studies. Those studies focused on the ease of use and usefulness of e-Learning. The explanation about educational contents perspectives, which is the key factor in e-Learning, is very weak. Therefore, this study suggested the strategy for spreading the e-Learning adoption through in terms of e-Learning educational contents and trust perspectives. This research results would provide the strategic implications to boost the e-Learning adoption in the various universities in terms of e-Learning educational contents and trust perspectives.

Convergence Study on the Three-dimensional Educational Model of the Functional Anatomy of Facial Muscles Based on Cadaveric Data (카데바 자료를 이용한 얼굴근육의 해부학적 기능 학습을 위한 삼차원 교육 콘텐츠 제작과 관련된 융합 연구)

  • Lee, Jae-Gi
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.57-63
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    • 2021
  • This study dissected and three-dimensionally (3D) scanned the facial muscles of Korean adult cadavers, created a three-dimensional model with realistic facial muscle shapes, and reproduced facial expressions to provide educational materials to allow the 3D observation of the complex movements of cadaver facial muscles. Using the cadavers' anatomical photo data, 3D modeling of facial muscles was performed. We produced models describing four different expressions, namely sad, happy, surprised, and angry. We confirmed the complex action of the 3D cadaver facial muscles when making various facial expressions. Although the results of this study cannot confirm the individual functions of facial muscles quantitatively, we were able to observe the realistic shape of the cadavers' facial muscles, and produce models that would show different expressions depending on the actions performed. The data from this study may be used as educational materials when studying the anatomy of facial muscles.

Analysis of Educational Web-Sites and Digital Contents for Elementary Music Class according to 2015 Revised Curriculum (2015 개정 교육과정에 따른 초등 음악 교육용 웹 사이트와 디지털 콘텐츠 분석)

  • Kim, Eun-Ju
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.65-74
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    • 2020
  • The objective of this study is to analyze educational web-sites and digital contents for elementary music class according to the 2015 revised music curriculum. First, the current status of educational web-sites that are most actively used in music class were reviewed. And the characteristics of the digital contents included in the web-sites for music education were analyzed. the primary analysis was about the service of the web-sites, and the secondary analysis was about the type of digital contents and the contents of music education. The most actively used web-sites in music classes were Edunet T-Clear, T-Sherpa, i-scream, Indischool, which differed slightly from the web-site's services and the type of digital content and contents. Specifically, the main functions for supporting music classes, the reflection of the curriculum contents, the systematicity of the materials, the objectivity and the on-site nature, and the connection with other subjects appeared differently. In order to effectively utilize digital contents in elementary music class, first, expertise of teachers for timely use of web-sitesand digital contents is required. Second, the development and utilization of various digital contents for the nature of music education is required.

Development of Convergence Education Program of the 'Life and Electricity·Electron' Unit in Practical Arts Textbook to Enhance Computational Thinking

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.199-205
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    • 2016
  • In this paper, we propose a analysis of electric and electronic's unit in paratical arts and convergence education program to enhance computational thinking. In the current practical arts curriculum of Korean elementary school 6th graders, the 'information' related chapter is Chapter 3. However, educational contents mainly consist of making activities according to the specified manual such as electrical and electronic products, learning about robots, etc. It is very insufficient to develop the computational thinking required by the software-centered society. Therefore, we are to study development of convergence education program of the 'Life and Electricity Electron' unit in practical arts textbook to enhance computational thinking.

Effectiveness of Blended Learning Method on Digital Logic Circuit

  • Lim, Se-Young;Lim, Dong-Kyun;Lee, Ji-Eun
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.34-37
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    • 2015
  • An ideal teaching-learning method, such as the blended learning method, is to motivate interests in education and to allow active class participation of students. Students exposed to this method are hypothesized to be dedicated in learning and their school life. A research was conducted on $11^{th}$ graders in Daejeon city high school specialized in industry; the blended learning method was applied to a course, digital logic circuit and the effects on the students' learning were monitored. The result shows that compared with a common leaning method, the blended learning method is very effective in terms of increasing educational interest, class participation, the level of concentration in class and academic achievement of students. Also, it shows positive feedbacks from the students on the educational videos and the usage of the contents. Conclusively, the blended learning method effectively increases academic achievements through improved educational motivation and active class participation which positively affect the overall satisfaction of participants.

The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.33-40
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    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.

Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

A Study on Secure Digital Convergence Curation System to WebShell (웹셀에 안전한 디지털 융합 큐레이션 시스템에 관한 연구)

  • Shin, Seung-Soo;Kim, Jung-In;Lee, Jun-Yeon
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.187-195
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    • 2015
  • In the knowledge and information society which came into being with the advancements made in information and communication technology, there is an increasing perception of the importance of having knowledge and therefore being able to appropriately respond to the rapidly-changing society. Along with this, for the paradigm that stresses creativity and character, there must accompany advanced ways of conducting education which are capable of supporting changes in the educational objectives and contents. With respect to this, there is a need for sustained and long-term research into ways of utilizing SNS and ICT in the field of education. Accordingly, in this paper, a digital curation system was developed for educational contents that aim to develop one's creativity and character. Recently, web hacking is taking place actively. In this paper, a digital curation system that is secure against WebShell - one of the web hacking methods - is analyzed, as well as how to appropriately deal with this type of an attack.